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Voice acting for Wheatley the robot is done by Stephen Merchant (Extras, The Office UK, Life's Too Short) in humorous fashion. His delivery is well executed on all dialogue. On top of this specific experience, the rest of the voice acting of every other character in the game is performed just as well, in part due to the fact that the dialogue was written in a smart and entertaining fashion. This makes for a top quality listening experience that shows a lot of care was taken with the voice acting of the game. See More
Although the single-player campaign features a gradual learning curve, co-op offers no mercy. The puzzles start off hard and only get harder. It’s highly recommended that you play through single-player first if you are not familiar with Portal's mechanics. See More
Four major characters drive the single player campaign, and they are amazing. Three of which have explosive personalities, bring humor, suspense, sadness, and empathy. The other being Chell, who doesn’t speak but her interactions with the rest of the cast make her all the more mysterious and interesting. Most of the time you don’t even see or directly interact with the characters, but that just shows how great they are. See More
While the single player learning curve is quite gradual, late game the puzzles can become quite difficult, sometimes leading to the player being stuck for long stretches of time. While not impossible to solve, some creative thinking will need to be done in order to finish. See More
In a game that requires perfect timing and teamwork, Portal 2 features many tools to facilitate said teamwork. One of the most helpful tools is a 3-second countdown timer that players can use to coordinate their actions – e.g., to ensure that you launch a portal or jump at the perfect time. There is also a marker that you can place on certain objects for your teammate to see, as well as a setting that shows your partner's view superimposed on the corner of your screen. See More
Co-op multiplayer offers a completely different set of puzzles from the single-player campaign, which keeps things fresh for those that finished the single player campaign. Almost all co-op puzzles require a high level of teamwork, creating a great sense of accomplishment for the players working together. See More
The co-op campaign in Portal 2 is about 4 hours long for experienced players, meaning it could be beaten in a just a couple days. With almost zero replayability, this makes the game feel incredibly short. Luckily, hundreds of hours of user-generated content is available. See More
The game challenges your brain to use portals, cubes and other mechanics in order to solve simple and complex puzzles in interesting ways. Trying to figure out the best placement of entrance and exit portals in order to gain access to (perceived) inaccessible places takes a lot of thought, especially in the later game. See More
Portal 2 is larger in every way when compared to the first title, from the longer and more detailed story to the larger levels and new game mechanics. This makes for a title that will last 8-9 hours minimum, with many elements that are worth revisiting, not to mention the co-op section of the game, which is separate from the single player story. See More
The game has more than 60,000 co-op puzzles created by users through the Steam Workshop and through mods. Because it is user-generated content, the quality and size of these puzzles vary widely, including everything from simple, one-off chambers to full-fledged expansions with high-quality stories, voice-overs, and new gameplay elements (for example, Mel). By having such a selection of content, there should be something that appeals to just about anything someone is looking for. See More
It’s possible to play a multiplayer game for free online using the Steam servers, as well as locally on your machine using split-screen (the second player must use a gamepad controller if playing locally). This keeps the multiplayer options versatile to any players needs. See More
While Portal 2 requires focus and logic, it does not punish players for causing a bit of mischief. The instant respawn system means trolling your friend will affect almost nothing in the game, as there are no in-game setbacks when you die. Being able to stop at any point in the game to just goof around is great for releasing some steam, even when it is at the expense of your co-op partner. See More
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Certain parts of the game sees the player using portals to manipulate sentry guns that fire rockets in order to progress in that stage, Mechanics like this make for a really enjoyable way to manipulate ones environment but sadly are not used too often. See More
Even though the only organic sentient being in this game is the player's character, this game features some of the most memorable and intriguing characters in fiction or in gameplay. GladOS obviously, but also the drone robots that sweet-talk the player to a sudden death (and then forgive you when you dismantle them), the clues left behind by former test subjects, the abandoned hints of what the lab used to be like. It tells a story without telling a story, and immerses you more than most other games can ever hope to achieve. See More
Portal has won multiple awards for innovative design. Using a first person view and portals that allow one to traverse a room through one placed in one location to the other placed in another location to solve puzzles was and still is a very unique game design. See More
Portal uses an engine that was meant for a first person shooter and creates puzzles that need solved through various stage with the use of platforming. While not the very first game to merge platforming with and FPS the puzzle aspects make it unique in that no other game had done this specific combination yet. See More
GLaDOS, or Genetic Lifeform and Disk Operating System, is the main antagonist of Portal games. She is voiced by Ellen McLain with the voice later processed to sound closer to how a text-to-speech program would synthesize a voice. GLaDOS initially functions as a guide to the player and is only later revealed as a manipulative, narcissistic, sinister and passive-aggressive character that wants to kill the protagonist. GLaDOS is the main force that moves the humorous yet dark narrative of Portal series with her remarks being simultaneously hilarious and terrifying. See More
Excellently crafted, hilarious writing delivered by a well spoken, charismatic British narrator. Kevan Brighting has become somewhat of a cult success since the game due to its cult like status which just shows how deserving he is due to how well done the narration of the game is done. See More
The game tackles topics such as ludonarrative dissonance, choice in games, narrative limitations, etc while mostly focusing on the relationship between the game and the player in terms of storytelling in a very meaningful, educated and entertaining way. See More
The game encourages players to explore decisions that would change the meaning of the presented story. What if you took a left turn where the game asked you to take a right? What if you decided not to push a big red button needed to continue playing because you didn't agree with pushing the big red button? What if you died in a boss battle? How would that affect the narrative of the game? The game rewards you for not following the "intended" narrative structure of the situation in order to point out how the structure is unavoidable in games as a whole. The process of attempting to break the structure can be highly satisfying in The Stanley Parable and can help you better notice limitations of narrative in other games. See More
Points out narrative limitations in games by encouraging breaking narrative structure through gameplay
One of the main themes of the game is the illusion of choice that's presented in games. While a player can make a vast number of decisions in the game, the narrator reminds the player he can only make decisions that the game allows him to and how the game manipulates the player into making them. The narrator points out that not just common choices such as what path to take to get from point A to point B, how to approach a certain situation or what ethical choices are available are limited to the game's designers having thought of and implemented those aspects of the game, but decisions such as purposeful suicide, not taking action, disobeying instructions and even turning off the game are only there if the game allows them to be there. See More
The premise of the game allows for many humorous situations in where an octopus is trying to hide in a human world. An outlandish story that sees the main character get into many different every day situations that would normally be mundane made pretty hilarious due to the situation at hand. See More
The game often uses gags and jokes that call back to the first time they were told in the game making for a game that points out its own humor through the process of inside jokes to the player. This gives an inclusive feeling to the player, that they are part of the game. See More
The game has a cartoon art style as well as animation that is meticulously detailed without taking shortcuts like reusing frames when a unique one would work better. The game also plays like a cartoon as well, with the same silliness and gags that you would expect from a classic episode of Loony Tunes. See More
Most of the puzzles in the game make sense, with item combinations that one can usually think about coming to a useful conclusion. But some of the puzzles take this a step too far and are not as logical in their conclusions, this can be frustrating for the player and may turn some people off of the game. See More
The major unique gameplay mechanic in DOTT is time travel, which lends much more depth to puzzles. Instead of dealing with one linear feeling storyline, there are 3 different time periods that interact with each other making for more unique gameplay and allows you to attempt many different puzzles in parallel which can interact with each other through the passing of time. See More
Compared to modern point and click Grim Fandango actually requires the player to pay closer attention to details or even take their own notes. While this may not be everyone's cup of tea, for long time point and click adventure game players it is a refreshing change back to the norm. See More
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